Sunday, 15 December 2013

Animation 1 Part 2 - Proposal

1.0 Introduction
The game of Jungle Nori is very similar to the traditional Korean board game, Yut Nori, albeit with a few more challenges. The original game, Yut Nori, is arguably a very popular board game in Korea and is known to be a tradition among Koreans every New Year (Yi, 2001). To accompany the board game that has been created for this project, an animation tutorial is created that runs about 5 minutes, detailing a little bit about the game’s origins and how to play the game itself.

1.1 Problem Statement
            While Jungle Nori is similar to Yut Nori, the game still needs to be given an easy-to-understand walkthrough. This is so that viewers can understand how the game generally works before playing the game.

1.2 Objective
            The objective is to show the audience how the game of Jungle Nori is played, how the rules work, and what is needed to play the game in an engaging, interesting way.
            The second objective is to let the audience know of the game’s origins, and what changes have been made from the original game, such as additions or changes to the rules.
           
1.3 Target audience
            The intended target audience for this animation is children aged 7-12 years old. This game intends to briefly introduce them to the culture of another country which they might not have known of, as well as introduce them to the concept of negative integers up to -5 through the usage of ‘penalty points’ that is mentioned in the animation.
1.4 Method
1.4.1 Videos
            Through the making of the animation, research was done beforehand through watching a few videos on how to play the original game, Yut Nori. These videos are from Youtube, and through these tutorials information about the game can also be found. One of the videos are by Youtube user Steve Miller, and he details about the original game in detail.

Another video tutorial that is used for reference is a Korean video that also details about the original game. The video is closer to the animation that was intended to be created, and is used as a starting reference for the animation.

1.4.2 Reading
            There are several reading materials that are used in researching the original game for ideas on creating the animation. The main reference for this project is Yi I-Hwa’s “Korea’s Pastimes and Customs: A Social History”. Here it has a brief, but comprehensive, detailing of what Yut Nori is and its history, and is used as the main reference for this project and for developing ideas.
1.5 Animation process
1.5.1 Story
            The animation does not have a set story as it is a tutorial of how to play Jungle Nori. One character (Character A) narrates the entire animation, informing the audience on where the game originates from, and how to play the game as well as how the rules work. Two more characters will assist Character A in showing how the game mechanics and rules in the game work.
1.5.2 Idea development
            The ideas for the characters are gleaned from the original Yut Nori game. According to Yi, the tokens and moves in the games are a reference to agricultural livestock that is most important to Korean culture back then; for example, the movement of ‘mo’, which grants players the ability to move five steps ahead in Yut Nori, the most steps a player can make, is a reference to the horse (Yi, 2001).
To further develop these ideas, an actual Yut Nori game set is bought as a reference, and also to confirm the allusions to livestock used in the game.

Figure 3: the shape of the yut stick

Figure 4: the Yut Nori board mat
1.5.3 Character design
            After getting ideas based on 1.5.2, a few character designs are created. The characters are sketched first before scanned and traced into Adobe Illustrator CS4.
Figure 5: Sketches of the character design
 Description: C:\Users\Redha Attiya\Pictures\Tytania\Sketches\Graphic Design 1 part 2 game design\cow3.png Description: C:\Users\Redha Attiya\Pictures\Tytania\Sketches\Graphic Design 1 part 2 game design\cow1.png Description: C:\Users\Redha Attiya\Pictures\Tytania\Sketches\Graphic Design 1 part 2 game design\cow2.png
Description: C:\Users\Redha Attiya\Pictures\Tytania\Sketches\Graphic Design 1 part 2 game design\dog1.png  Description: C:\Users\Redha Attiya\Pictures\Tytania\Sketches\Graphic Design 1 part 2 game design\dog3.pngDescription: C:\Users\Redha Attiya\Pictures\Tytania\Sketches\Graphic Design 1 part 2 game design\dog2.png
Description: C:\Users\Redha Attiya\Pictures\Tytania\Sketches\Graphic Design 1 part 2 game design\yut.png
Figure 6: Character designs created in Adobe Illustrator
1.5.4 Story board
The story board is a bit informal seeing as there was little time to complete the animation, but a simple storyline is created so there is a general understanding of how the animation should go.
Figure 7: First page of the storyline
Figure 8: Second page of the storyline
1.5.5 Animation process
The animation is created using Adobe After Effects CS4. At first the initial duration is set to 2 minutes and 30 seconds, but is gradually increased so that more information can be inserted into the animation.
Description: C:\Users\Redha Attiya\Pictures\iM CRYING DOING THIS ANIMATION DON'T TALK TO ME3.png
Figure 9: A screenshot of the animation process
Description: C:\Users\Redha Attiya\Pictures\iM CRYING DOING THIS ANIMATION DON'T TALK TO ME.png
Figure 10: A screenshot of the animation process
1.5.6 Animation schedule
No formal animation schedule is done. The animation process takes at most three days to complete.





1.6. References
Yi, I.-H., 2001. Korea's Pastimes and Customs: A Social History. 1st ed. Paramus, NJ, United States of America: Homa and Sekey Books.
Steve Miller. (2013). How To Play Yut Nori (Korean Game). [Online Video]. 11 February. Available from: http://www.youtube.com/watch?v=G90o0ai57EM. [Accessed: 30 October 2013].
kcultureportal. (2012). Yut Nori, a Traditional Korean Board Game. [Online Video]. 26 November. Available from: http://www.youtube.com/watch?v=stTl8sRYGaw. [Accessed: 30 October 2013].


Discourse - Influences

1. Walt Disney

Walter Elias "Walt" Disney was born on December 5, 1901 in Illinois. Disney was an animator and the founder of Walt Disney Productions with his brother Roy E. Disney, which is now known as one of the leading motion picture production companies in the world. He was also known for creating the iconic character Mickey Mouse, and earned 22 Academy Awards during his lifetime for his work.

Disney's movies are an integral part of my childhood and is a huge source of inspiration for me, and I especially appreciate how a lot of his successors strive to aspire to Disney's ideas and inspirations long after he has passed. In the more recent years, they have introduced characters of color as well as 'unconventional heroes' such as Flynn Rider in 'Tangled', who started out as a thief before moving on to play the role of the 'prince' in the story. Growing up, I have a better appreciation of the messages in which my favorite childhood animations try to convey to people.

2. Akira Toriyama

Akira Toriyama is a Japanese comic artist most noted for his work on Dr Slump and Dragon Ball. He was born in Kiyosu, Aichi, Japan in April 5 1955. His first manga (comic) was Wonder Island, published in Shonen Jump in 1978. He shot to fame with his first hit, Dr Slump, and continued on to create Dragon Ball, now considered a classic in the Japanese comic industry. He is also known as character designer for the Dragon Quest video game series and Chrono Trigger.

Akira Toriyama can be considered a major influence to me, as I grew up reading his comics and watching the animated adaptation of these comics. He is the reason why I became interested in comics and character design, and subsequently, graphic design and animation. He has a very distinct style that people can easily recognize as his, departing from the generic anime style by adopting a more cartoonish look.


3. Tetsuya Nomura

Tetsuya Nomura was born in Kochi prefecture in Japan, on October 10, 1970. He is best known for his work on the Final Fantasy series, as well as the Disney-Square Enix collaborative game Kingdom Hearts. Best known as video game director and character designer, he first gained recognition with his character designs for Final Fantasy VII. While he adopts a predominant anime style, he also integrates a more realistic, Western style, apparent in his designs for Final Fantasy VIII and X.

Tetsuya Nomura is currently my biggest influence, and I aspire to create characters with impressive designs and backstories like many of his characters do.

4. Muse

Muse is an English rock band from Teignmouth, Devon, and was formed in 1994. The band consisted of Matthew Bellamy, Christopher Wolstenholme, and Dominic Howard.

Muse has been known to be diverse in their rock music, fusing many other music genres in their work. To date they have released 6 albums so far, and many of the songs are diverse in their fusions, as well as incredibly energetic. I tend to listen to many of the band's songs when I work - they often give off energetic vibes that helps get me going when I work. Furthermore, many of their songs have interesting themes; for example in their 2009 album, The Resistance, most of the songs deal a lot with conspiracy theories and a need for revolution.

The Animator's Survival Kit - Chapter 2 Summary

It's no secret that the most important skill that all artists should have is to be able to draw from life. Understanding how things work, in essence, will help the resulting animation look real and believable, and helps an artist - or animator, to be precise - to develop their style and vary it, and not stick to just one particular style.

Williams is quick to acknowledge that life drawing doesn't have the same 'reward' as working in animation does; according to him, animation is a "collaborative work", and life drawing is not something that can be done in one's spare time. However, he emphasizes on how crucial life drawing is, and that it is important for an animator to understand how things work in order to truly bring their work to life.

Winsor McCay and Milt Kahl, some of the more prominent animators in the industry (the latter of which Williams had the pleasure to work with when he was starting out), also put great importance in life drawing. Art Babbitt may have put his point across best of all: "If you can't draw - forget it. You're an actor without arms and legs."